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Forum: All Forums : Soldier of Fortune
Category: SoFII Mapping
Mapping, modeling, scripting, skinning and all forms of editing for the game Soldier of Fortune II
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Breaking Glass?
tstepp
General Member
Since: Apr 4, 2003
Posts: 8
Last: May 16, 2003
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Level 0
Category: SoFII Mapping
Posted: Saturday, Apr. 19, 2003 05:02 am
The glass that I'm finding either a.) isn't breakable or b.) I'm doing something wrong... :confused:

I'm just basically trying to make "walls" of glass that are shootable and shatter when shot... any thoughts or help?

Thanks!
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Foxhound
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Since: May 31, 2002
Posts: 5983
Last: Sep 6, 2014
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Category: SoFII Mapping
Posted: Saturday, Apr. 19, 2003 05:59 am
This has been answered a fair amount in the past and easily found using the search engine. Here is an example of one of the many I found. I would also warn you that with using to much of the Function_glass you will end up with a few problems and the map won't compile properly.

Cheers
I sometimes wonder... "Why is that frisbee getting larger?" .............and then it hits me.

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Deactivated Account
Since: Jan 1, 1970
Posts: 53
Last: Jul 15, 2003
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Category: SoFII Mapping
Posted: Saturday, Apr. 19, 2003 07:01 am
YEA, what he said :withstupid:
it might look attractive but looks aint everything, i'm now in the process of taking out the ton of breakable glass I have in my map in progess. Thanks to my buddies, Kristoff and rEdrUmMDK I wouldn't have known why my map was so laggy and why fps was so low.......well along with some other "minor" details they pointed out :biggrin:
soooo n e way, a few breakable is kewl to the guy asking but don't over do it with em :ohwell:
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tstepp
General Member
Since: Apr 4, 2003
Posts: 8
Last: May 16, 2003
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Level 0
Category: SoFII Mapping
Posted: Saturday, Apr. 19, 2003 02:20 pm
Thanks! I'm still getting used to these forums... haven't mastered the search process yet... after looking through 8 or 10 pages, I scream for help :devilishgrin:
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demon
General Member
Since: Sep 13, 2002
Posts: 71
Last: Jun 24, 2006
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Level 3
Category: SoFII Mapping
Posted: Saturday, Apr. 19, 2003 02:58 pm
[confused] i want to make some secret areas, i can make a brick wall texture or any texture i want to have func_glass riiiight? still will break? [withstupid]
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Foxhound
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Since: May 31, 2002
Posts: 5983
Last: Sep 6, 2014
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Category: SoFII Mapping
Posted: Saturday, Apr. 19, 2003 03:17 pm
If memory serves it will break just fine. It's been a few months since I've played with the editor.

Cheers
I sometimes wonder... "Why is that frisbee getting larger?" .............and then it hits me.

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NoCoffee
General Member
Since: Jul 15, 2002
Posts: 57
Last: Aug 2, 2003
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Level 3
Category: SoFII Mapping
Posted: Saturday, Apr. 19, 2003 04:37 pm
What's the deal with glass vs FPS then?

Can I still use a lot of glass windows for example if I can't see from one thru an other for example? Is there a problem with "many" entities in a map in general? (let's say i put like 40 cars, breakables etc in a map but with never a lot of them visible at thesame time, will it ruin the FPs or Net play?)

Cheers :)
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brutus
General Member
Since: Jun 12, 2002
Posts: 845
Last: Nov 29, 2003
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Level 7
Category: SoFII Mapping
Posted: Tuesday, Apr. 22, 2003 04:52 am
the issue with glass comes from 2 things:

1.. Glass becomes an entity, so yes it will affect net play

2... For every glass face (note face, not brush) the compiler has to first 'draw' then 'overdraw' the scene. The first pass renders the scene as if your glass is not there. Then the second pass does an alpha blend on the glass to the back scene to give that 'semi-transparent' look.




The engine keeps the original render in memory, and when you break the glass, you are really destroying the overlayed image.. its this double memory buffer drawing that causes the lag..

Take a map that is known to have glass issues and break all the glass and you'll be able to watch the fps rise..

as for keeping visible sides, try using r_showtris and see if it works. When I last tried it was always drawing so far ahead that it was impossible to play the 'hide the extra polys' game.
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